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Hello, Everyone!
Welcome to the first installment of Wildcard Workshop! Where I bring you tutorials, tips & tricks, and best practices for modding.
Today we’re going to be starting from the top. We will be installing the ARK Dev Kit and everything that you need to know about that. I will introduce you to all of the resources you have available to turn to when building your mods, and then we will set up our project space and the required files for a 'game mod' which we will use when creating our first mod in the next episode of Wildcard Workshop! <-- Back to Wildcard Workshop tutorials
Here are the links and resources that were referenced in the video:
Sign up for an Epic Games account Download the Epic Games Launcher
Information Resource Links: Ark Dev Kit forums (UE4 subforum) SurviveTheArk.com Workshop Forum ArkModding.Net Website ArkModding Discord Modding World Discord (This is another modding discord that did not get referenced in the video)
Unreal Engine 4: UE4 Documentation UE4 Forums Unreal Engine Youtube Channel
If you have any questions or feedback, please feel free to leave a reply!

We're continuing on from our last video and putting the targeting list to work. We're going to actually implement it now to direct our sentry creatures to attack specific targets! We're starting to have made some solid headway into the actual core functionality now.
Git Commit: https://gitlab.com/ZenRowe/VSS-ARK/commit/95dfcf6dfc09c310e64c6540ad0b10e86394b006
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Back to our functional code, we're going to start on setting up the creature targetting and control systems. This first part involves setting up a centrally managed list of targets for our virtual creatures to act on. This gives us a lot of potential directions for creature behavior, from something like an "attitude" system to role-based management.
Git Commit: https://gitlab.com/ZenRowe/VSS-ARK/commit/221485dc0882f1073e3921f9e3447f3ae6f878e2
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Last time on Wildcard Workshop we built a transition material, this time we're going to put it into practical use.
We'll be making use of replication, event dispatchers, dynamic materials, and timelines. Some things we've covered previously, and some new. There will still be some quirks in this system, some that need to be worked out in the future after we have built out more of the mod. We take care of them in the future.
Git Commit: https://gitlab.com/ZenRowe/VSS-ARK/commit/534a2a4403d240322d52a5d1cfab70403fead60d
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So we're going to try and muster our inner artist today, stumble around in the dark for a bit and somehow end up with a pretty cool transition material. This is going to be the effect for any time out virtual creatures spawn in or out of the world.
You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/c569d8801f0b545ec6e3354632bffb7e7073ad44
Spacescape tool:
http://alexcpeterson.com/spacescape/
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Alright, we've crammed our creature into a crystal somehow, now it's time to take it back out when we need it. (No WD-40 required)
I did make some changes to stuff that we did in the last tutorial, in particular:
Changed Sentry Tower Segments to be of inventory type structures
In the Virtualization Station Platform, our function for getting the dino data has been simplified a bit thanks to a new property on the struct.
We have removed the "Structure" aspect of the crystals. We have to go all in on them being equipable items for what I have planned.
You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/664aefc220dd3499438c1a8f98b3cfbc70444758
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We're going to zoom through the rough process of converting our tamed creatures into items this time. Specifically, we're making the sentry crystals that will eventually be used with the sentry towers themselves. We'll cover a few things in this video from conditional checks and most notably a brief look at Octree searching.
You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/45a5a5c3c249e5151cc3ce3676c26b3a7925f98e
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It's time to start getting something together that we can actually see. I have created some simple temporary meshes so let's get these multi-piece structures actually in the world and snapping!
Primarily we will find the progression of these videos on the develop branch of the gitlab repository.
You can find the specific commit for this video here: https://gitlab.com/ZenRowe/VSS-ARK/commit/d1a02fd62b07f8c01a6b55730caa36a381a715e7
Blender - UE4 template project: https://drive.google.com/file/d/13Od6_mdkOOTe27ujqo-T0l9lfwIg1JdT/view?usp=sharing
Snap point flags https://wiki.arkmodding.net/index.php?title=Snap_Points
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Hey all,
So I'm looking to edit a single dino type for my private server and dont know how to do this.so I'm asking for help here.
I want to edit phobia or the dino pigs stats specifically and no other dino.
More specifically I want to edit its poop interval and not the global setting.
I want phobias to poop a lot more often say set the poop interval to .6 or .7 maybe lower, will need to test and adjust to my liking.
Is this possible ? If so please can someone help me achieve this goal.
Dont want to have to feed it stim berries every time I want poop to make fertilizer.
Right now I've built a pen on a series of ramps where they stay. So when they poop it rolls down to a lower pen where I have a bunch of dung beetles that eat the feces to make oil and fert for my farm.

Hello,
I have some custom consumables that I want to craft in a copy of a beer barrel. I have made the beer barrel and it is working as a normal beer barrel aside from the autofill i added for irrigation. My issue is that the blueprints for the consumables are not showing up to craft them. I am wondering if it is possible to be able to have the beer brew and also craft items.

We're going to get some of our basic setup out of the way today. We'll start with the core stub files for our two main multi-component structures and the base files for our data container items.
Primarily we will find the progression of these videos on the develop branch of the gitlab repository.
You can find the specific commit for this video here: https://gitlab.com/ZenRowe/VSS-ARK/commit/f02d84b78002f20ce696241179fdf162baed636b
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So I got a question in regards to this Modding Contest. I had a look at the standings currently and I am shocked to see what is posted. Wildcard puts this contest on for us to vote publicly what we want to see win with this contest, and it was exciting for the last 2 weeks of voting and to see mods going up and down the list and maybe seeing a few changes to positions here and there to win the 30% of voting, yet when looking at the results, Primal Fear which got 1st in the Public voting get shoved all the way to 15th and Valguero (no offense to them) has only 16k subs in the Workshop jump to 1st with others who were 3rd (King of the Ark) go down to 21st, and 4th (Extinction Core) go to 33rd. If Wildcard was wanting OUR opinion, then why would they bump those who were actually VOTED to the top in the bottom of the list? Why even have a public vote? This is not right and this is going against anything what the public wants to see. Why should we even have a contest to begin with if Wildcard will just pick what mod they like and just give them a sponsorship? Color me not impressed with this whole contest and I feel this isn't right for those who took the time to vote for their FAVORITE mod.

Just a place to share your opinions on the modding contest.
I will start by saying I am surprised to see how many votes mods that re-skin and buff creatures are getting. I had hoped more mods with with unique content would be supported.

It's time to dig into a full project. We're going to make a mod called the "Virtual Sentry System".
This first video will cover the creation of the design document and our plans for the mod. Some fleshed out some bits left intentionally vague. It's important to have a plan.
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Hi!
I've just set up my first server with Nitrado. After some failing and learning I've now tweaked the settings to my liking...
However, I want to make "fixed drops", but can't seem to figure it out.
I.e I want the drops to always contain a certain amount of items or loot.
White drop is starter pack. A set of flak, longneck and tranqdarts
Green drop is building structures with 25x walls, ceilings, foundations etc.
Blue drop is raw mats with 500 ingots, poly and electronics.
I've seen this done on other PS4 servers, but when I try to modify it every drop contains random stuff instead of my preset. I've tried adjusting min/max items, I've tried making different sets inside Beaconapp and generally just playing around.
Does anyone have a good suggestion on how to make this work?
Thanks!

We're going to be starting a new set of project videos soon, but before we dive into it we need to talk about bitmasks. These are used for structure snapping and control how a given structure knows what and where it can snap to. This video just covers the concept and how it's working under the hood but you will see the practical application as we work on our next project, the Virtual Sentry Mod.
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Hey ARK-Community,
I am FNT form the ARKaeopteryx Team! We are working on a Mod Called ARK: Oblivion. The Mod is about a survivors zivilization, where once bad things happened, but all that fell into oblivion and you gotta explore the map and find out what happened back then. It is going to feature a completely new Map, a lot of new 3D Models and easter eggs and maybe even some new creatures.
Right now the development is still in its initial phase, but there is going to be a lot of things for you to see, before the mod is going to be released!
Follow us on IG and join our Discord Server to see all the latest sneak peeks and more!
Discord: https://discord.gg/aDTZaZG
Instagram: https://www.instagram.com/arkaeopteryx.team
~FNT from ARKaeopteryx Team

Alright, you asked for it, excessively. Here is a tutorial on some basic Version Control using Git, mostly GitKraken. Version control is extremely important to anyone working with software and it will make the difference between a situation that frustrates us and we just quit a project altogether and being able to keep our calm and do proper testing to figure out a difficult bug. This one might be a bit difficult to follow until you actually dive in and try to use the software yourself and see how it impacts your work.
Git Cheatsheet: http://rogerdudler.github.io/git-guide/
GitKraken: https://www.gitkraken.com/
Note: I did leave a mistake I made during the video to show what happens when you aren't careful. Systems like Git aren't really made with an *undo* in mind and using it can be a bit risky. <-- Back to Wildcard Workshop tutorials